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The road to VP10
Started By
fuzzel
, Apr 30 2014 06:11 AM
834 replies to this topic
#281
Posted 03 July 2014 - 07:31 PM
You rock fuzzel
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#282
Posted 03 July 2014 - 09:28 PM
Hey fuzzle, I know this is pre-alpha, and possibly riddled with bugs and missing planned features, but, would you suggest designing tables using this version? The real question is, are the features and main ways of doing things in the version going to be the main way of doing them in the release? Mainly lights and rubbers. Or, would, say, the way lights and light bulbs are done going to significantly change?
#283
Posted 04 July 2014 - 01:18 AM
Can guide walls be done like this also.
Basically like a ramp where you set the width top height and bottom height but has control points like a ramp.
To eliminate having to make this dmd metal guide walls
Basically like a ramp where you set the width top height and bottom height but has control points like a ramp.
To eliminate having to make this dmd metal guide walls
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#284
Posted 04 July 2014 - 06:10 AM
The rubbers round work well.
A rubber with a complex shape such as slings, does not have a constant diameter.
One odd thing that I noticed that adding a new control point between two points with the Smooth check box unchecked, the point is added in an other part of the rubber (it does not happen in the midst of all the points UnSmooth).
Thanks
Max
#285
Posted 04 July 2014 - 07:28 AM
Nice on the rubbers & lights!
Would love the same also on walls & guides. When will this be merged in with the physmod?
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#286
Posted 04 July 2014 - 07:34 AM
Well I think I can't do much to fix this. The way how the rubber is generated rather simple:
1. for every control point create a circle
2. create polygons between each circle
If you unsmooth the control points you loose the precision this is the same if you use not enough control points. If you don't use enough control points for a sling the angles between two control points is too steep and the result is that the diameter isn't constant.
Hey fuzzle, I know this is pre-alpha, and possibly riddled with bugs and missing planned features, but, would you suggest designing tables using this version? The real question is, are the features and main ways of doing things in the version going to be the main way of doing them in the release? Mainly lights and rubbers. Or, would, say, the way lights and light bulbs are done going to significantly change?
You can use this version to convert existing tables and exchange the old lights/rubbers with the new ones. Feel free to play with these. I don't think that I change them totaly but that depends on what you guys find or maybe suggest to change.
Can guide walls be done like this also.
Basically like a ramp where you set the width top height and bottom height but has control points like a ramp.
To eliminate having to make this dmd metal guide walls
I already tried that on the wired ramps, but the result looked strange. I did something wrong here, if I figured out how to do that guides should be a problem.
Nice on the rubbers & lights!
Would love the same also on walls & guides. When will this be merged in with the physmod?
Ask Mukuste when he ports the physmod to VP10 ![]()
#287
Posted 04 July 2014 - 08:42 AM
After testing some tables with the new physics, I think the ball spins too much. Maybe this is a result of the playfield friction but all in all the ball sometimes behaves strange when hitting an object. Lately I was testing the new TOM table for physmod5 - when hitting the trunk or a target near the trunk the ball bounces back just a little bit, stands still for just a split second (I think it's spinning backwards in this moment) and then continues to roll downwards. That's very strange. The ball spinning is ok, but I think it's spinning too much - and the spinning results in even more strange behavior when the playfield friction is set higher than 0,1. I never experienced such strong ball spinning on a real pinball machine. It can happen - but not that strong...
Edit: Just read about this in the GitHub - the playfield friction in the latest TOM table is set too high. Should be not higher than 0,10 but is actually set to 0,85...
Edited by ClarkKent, 10 July 2014 - 05:29 PM.
#288
Posted 04 July 2014 - 09:30 AM
i know what you are saying clarkkent but dont think its the problem of the phycismod5 its more a problem how the table is set for the phsycismod5 therefor i made the threat where i ask tablecreators to update there tables ..
Edited by boiydiego, 04 July 2014 - 09:31 AM.
#289
Posted 04 July 2014 - 10:40 AM
Are you going to do a slingshot? It wouldn't matter if you did or not. We can still do it with walls.
I appreciate your work here fuzzel
I appreciate your work here fuzzel
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#291
Posted 12 July 2014 - 11:05 AM
The rubber object is nice to work with however (as kiwi already pointed out) it does not seem to retain the same radius all along the shape - some parts (typically around closer bends) look squashed and wider than other areas when trying to shape a typical slingshot rubber along 3 pegs.
The ball is also starting to look better I think however it sort of looks a bit low poly and "wobbly" - in Future Pinball we had a lower poly LOD model that had 320 polys (geoshpere depth 2 in ms3d) which looks pretty much like the ball does now in VP. The higher quality ball was a 1280 polygon geosphere (depth 3 in ms3d) which looked a lot better - not just the silhouette but also the highlights.
#293
Posted 12 July 2014 - 05:13 PM
fuzzel have you heard from muskete? He's been kinda of quiet.
He just posted yesterday here (788).
http://www.vpforums....=40#entry272038
#294
Posted 17 July 2014 - 07:51 AM
The rubber object is nice to work with however (as kiwi already pointed out) it does not seem to retain the same radius all along the shape - some parts (typically around closer bends) look squashed and wider than other areas when trying to shape a typical slingshot rubber along 3 pegs.
Here is a new VP10 rubber demo. I fixed the issue where the diameter wasn't constant over a free form rubber.
Basicly a free form rubber is generated in the same way you would do it in Blender/3DSMax. Draw a spline/path and extrude a circle along this path. The issue with the non constant diameter came from the fact that I forgot to rotate each circle in the direction of the path. So each circle had the orientation from the original round rubber but if you change the spline by moving only one control point the orientation changes too. To fix this you have to calculate Frenet-Serret frames (http://en.wikipedia....Serret_formulas)
Attached Files
#295
Posted 17 July 2014 - 02:56 PM
Good!
I noticed that adding more control points near the point at the top, the shape of the rubber is distorted, the point is not perpendicular to the form (you can also see in the rubber round).
One other thing that happens around the point at the top, if I add another point to the right of it, it is located in the coordinates X-Y 0 or in other part of the rubber, not where I point the mouse.
Thanks
Max
#297
Posted 17 July 2014 - 03:53 PM
Did that happen with the new demo or with the old one?
Yes, just downloaded the new demo.
I have attached an example.
If I add a new point where there is a red arrow, the point is positioned XY 0.
All other points that I have made to try if it happens in other parts of the rubber.

RubberTest.rar 443.68KB
9 downloads
Thanks
Max
#299
Posted 17 July 2014 - 04:51 PM
I think that rubber object is more than perfect
More weird things has happened to ramps when adding control points
I guess any author with a few years experience will remember to have added or deleted a control point and the ramp goes crazy
But it never stopped us to make the ramps ![]()
PS: I don't mean that there is no error, since when I add a point to a rubber, sometimes the coordinates are 0,0, and you get a very long rubber
So still there is a small bug. But those rubbers look very nice!
Edited by jpsalas, 17 July 2014 - 05:05 PM.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#300
Posted 17 July 2014 - 07:23 PM
ah ok I see what you mean. It seems something goes wrong if you add a control point between control points where one of the them isn't set to "smooth".
It only seems to happen near the point marked with the blue arrow, and this controll point makes a curve distorted,not round.
Max



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